﻿#version 330
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;

in vec3 v_Position;
in vec2 v_TexCoord;

out vec2 f_TexCoord;

void main(void)
{
	f_TexCoord = v_TexCoord;
    gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(v_Position, 1);
}
